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Messages - monkie

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1
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 25, 2015, 04:43:19 PM »
Not sure how to post images to this forum but from the screen shot I took it doesn't look as if my tank or the enemy tank moved. My tank was stopped and hull down.

The sequence was as follows:

Unknown Tank is now hidden.
Hidden Tank doesn't appear to do anything.
(my tank was firing at light weapons infantry)
Hidden Tank doesn't appear to do anything.
Hidden Tank is hit with smoke from friendly units.
No results from spotting attempts.
(my tank was firing at light weapons infantry)
Light Weapons infantry shifts it's position.
Friendly Sector Control Lost.
Hidden Tank fires at you!




2
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 23, 2015, 10:01:00 PM »
Just had a hidden tank take a shot at me. I thought if an enemy tank was hidden it could not fire at my tank and I cannot fire at them?

3
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 18, 2015, 01:46:59 AM »
I can't keep up with your updates, you are moving so fast! :)

Great job though, you are pushing PB far beyond what the cardboard would have ever been able to achieve. So great to see such a niche title get so much attention.

4
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: October 27, 2015, 04:41:09 PM »
That would be great, as of right now the player has little concern for the other friendlies other than losing some VP and maybe some fire support. However it is fun to rip up MG and LW units knowing they won't be taking out friendly infantry squads.

It does make for some interesting moments when you have to consider balancing keeping your tank safe (using smoke grenades, finding hull down cover, firing at ATG, etc) vs supporting the infantry units that are part of the battle group.

5
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: October 27, 2015, 10:56:09 AM »
My Bad, I made the error thinking it was my current tank on campaign because the tank names were similar. Also I changed the crew names at some point during the first campaign and they didn't match the ones shown at the start which confused me. All makes sense now, and it's a very cool feature.

Had my first main gun broken result and had to leave the battle group for the day. It felt like I was letting the rest of the team down.



6
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: October 27, 2015, 10:15:06 AM »
After reading some more into things using the readme text (duh) I see that the Combat Journal has been introduced. This is pretty much what I was thinking in my previous post. I guess it's necessary to copy the journal file and save it under another name because when you start a new campaign it starts to overwrite the previous crews actions.

Very cool feature.

7
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: October 27, 2015, 01:49:30 AM »
Just curious and maybe I missed this in a previous discussion but might there be a future possibility showing the stats for crews that were lost on previous campaigns?

I know I can see high scores and date of KIA but it would be very cool to see how that crew did up to that point, with types of kills, awards, etc. Kind of a memorial but also a way to judge how your current crew is stacking up the achievements of others.

Also in the same way we can choose to start in other tank types maybe a choice to start at a later date in the campaign, could simulate replacements and they're experiences later in the war.

Just thinking out loud.

JC

8
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: October 26, 2015, 12:35:11 AM »
Really enjoying 1.5, I especially like the sound effects, they are perfect. I like the 8 bit retro sound, takes me back to the classic SSI sims.

Had some very intense encounters, had myself ducking a few times my tank was fired on. It's heartbreaking to follow a crew through tough encounters and wounds only to have them all lost with one shot from a hidden ATG.

no crashes or issues, very stable.

The interface is very smooth, easy to play without having to hunt and peck for awkward keystrokes. Using the Enter or Spacebar for most tasks is great vs say the END key which is a pain to use on my laptop keyboard.

The only suggestions I have are mostly cosmetic.

1) The text line that shows the Sherman's current position or movement ie. Stopped, Hull down etc. Maybe this can be changed so that when the
    Sherman has achieved Hull Down the text is shown in Green? It's kind of hidden in the grey and maybe showing Hull Down in green will encourage
    new players as to the importance for survival and also serve as an easy reminder that we have achieved it during the heat of battle.

2) I like that terrain the enemy vehicles occupy is shown next to the icons. Is there a way to have an icon next to it that shows it's facing? maybe a "< >   V " type thing. Could help quicken the process in deciding whether to shoot at that Panther if it's facing away or backup for the hull down if it's facing towards.

3) For the ATG, the symbol is an X. The X reminds me of the Nato icon for infantry. Maybe something more like an "Y" symbol?

Really enjoying it, thanks again for the hard work.

JC

9
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: October 22, 2015, 04:53:22 PM »
The game is evolving so fast, it is great to see. I especially like the idea of more detailed crew information and the ability to swap crew around. Thanks again for all the effort you are putting in, I am enjoying the game very much.

10
I haven't been following AC that close due to my job commitment but just downloaded 9.01 and WOW I am amazed at the progress that has been made since the last installment I downloaded a few months back. You have done an amazing job, and I can see you have responded to a lot of the suggestions presented on this forum, thank you.

I'll try to get a few campaigns in and give you what feedback I can in the next few weeks.

Thank you again for your hard work, you are doing an amazing job.

JC

11
I was going to ask the same thing. In PB the player had to assume that unidentified units were 88's, Tigers, etc, this was partly because in a solo system there wasn't any other way of doing it and partly to increase the importance of sighting and IDing units asap.

Of course now with the computer acting as an umpire does it still need to be that way or does the computer use the actual units stats of the unit without the player knowing what is going on behind the scenes?

12
Have safe travels and thank you for all the work you've put into AC.

Not sure how far I will get but I'll take a crack and looking under the hood with the source code and see how things work.

13
I think that after the players become pretty familiar with the commands available it would be a great help. It felt natural for me to try to do the side arrows as I scrolled down through the crew positions.

14
As a suggestion would it be possible to change the GUI so that when choosing orders you could cycle through the possible commands? For example using the up down arrows to select the crewman and then using the left or right arrows to cycle through possible commands? Might streamline things a bit.

15
During all my plays of PB I never made it to refitting so I just rolled on the tables for the replacement before I started, just to try out some of the other vehicles.

I would be interested to know how it worked in real life though. Did certain crews get rewarded with better mounts? Did the better crews get picked to man the 76 Shermans? Did the "lucky" crews get the Rhino's and lead the column? 

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